Posted 25 July 2016 - 08:59 PM
Older notes/ more of the above:
*****THIS IS ALL CONCEPTUAL AND LIKELY HAS FLAWS/EXPLOITS*****
A. PGI needs to have ingame Game Masters to regulate Unit/Faction/Merc contracts. These are not the contracts we have but actual deals made between Units/Factions that can actually be broken. Think treaties, hired units from other Factions, Spies, Trade of mechs(more on that later).
Players/Units have a loyalty rating showing how they honor contracts and 'Black Ops' sytle of play can easily be built in - but would cost players a LOT of Cbills.
GMs would also help regulate 'Turns' and each 'Season'. Each season could be 2 months or so. After each season a soft reset.
B. Planets need to mean something-
1. Each Faction only gets 3 planets. Scarcity. Each planet consists of 10 maps seleced by the Elite Units(Maps are basically HP and hold resources that are represented as modules). Each map has 5 slots for Resource Modules. Allocation of modules between the maps would be a means of defending/obfuscating them as enemy Recon would have to find them via scouting.
2. Each Unit is capped at 12 members. Each Player and Units gets an Honor rating( % of treaties kept % of Unit betrayal) Moderation would be needed in case of Alt Account Abuse, though, if done properly, could lead to the capability to have deep spies...
2a. Each Faction has 3 Elite Units, which represents the decision makers. Players have to agree on their own system of governance as to the decision making. Oh the drama!!!
These 3 Units alone can determine where to place/spend Faction Resources, Treaties, Trade, and Spend Action Points(see below)
3a. Planets can be fortified/terraformed. Think global quirks for defenders as well as prematch map selection.
Set Home Map: think capital city that if lost, faction is then Deposed.
Set defenses: select maps for specific sequence attackers have to conquer in order to make it to the capitol. Not the system we have now where each pie slice is a map but rather a 'stack' of sequenced maps that the defenders know, that the attackers WONT know(unless they spend Intel) and each map is basically a Hit Point for the planet. Last map is the Capitol.
Set Objective per map: norml CW attack/counter, skirmish, conquest, assault, domination
3b. Each Faction starts with X number of Resource Modules that fit in a 'Module Interface' UI that allows the Elite Factions to use/store modules, similar to mech modules. Each Resource Module gives X amount of Cbills per FW 'turn'.
3c. Module Interface: Each Planet has a UI available only to the Elite Units(or a selected leader(s). This could be something like a panel of 20 Module slots where Resource Modules, Terraforming, R&R, Map, Fortification, Scouting Modules are Placed. Location is specific and needed for Scouting would be a target for scouting missions.
3d MODULES. Terraforming(Modules): Raise/lower ambient temp, raise/lower humidity-affects beam range, Raise lower air pressure- affects ballistic velocity, Raise/lower magnetic belts- affects Radar Range Raise/lower Gravity - affects JJ height Raise/lower Wind - affects missile spread
Terraforming: Map selection for drops - defender's advantage.
R&R CONSUMABLE MODULES(uses slot in mech, may need to add extra slots to mechs for CW) Repair- recover lost component, Repair - recover lost armor, Repair, Recover lost equip, Rearm - ammo is reset.
Garrison Mech Upgrade(more on this later - think Faction specific trial Mechs)
Calvary Mech Upgrade(again, later but think Custom trials sold to other factions)
FORTIFICATION: Once per match consumable modules. Think Long Tom but also Mine Fields, Extra R&R modules, BETTER RADAR, basically one shot advantages.RARE.
4. Scouting nets you intel credits, which are spent on the following:
Determine enemy home Map
Determine Defense Maps - learn where you are dropping before you attack
Determine Which Enemy Units are defending
Determine which enemy Units are attacking
Determine which enemy Units are hired from other Factions/mercs.
Determine which players are in enemy Unit and their drop decks.
Determine Enemy Garrison Upgrades
Determine Enemy Treaties
Determine Tax(see below re Solo Play)
Determine how target Elite Unit spent Action Points
Sabotage: alter enemy terraforming per map
Sabotage: raid enemy modules
Sabotage: raid enemy trade(think as cancelling trade agreements)
Sabotage: alter enemy Garrison mech upgrades
SUPPORT: think of the above FORTIFICATION modules mentioned above.
Conceal Friendly Unit
Comceal Map sequence
Conceal Terraform
Conceal Upgrades(R&R modules equipped, Fortification)
5. Each faction has 3 Elite Units that decide most of the major decisions(Faction Actions). Unit Coffers will be a big thing here. Comps will likely decide admittance and SHOULD be competitive.
ELITE Units cost LOTS of Cbills to field - requires planning of when to drop the hammer
ELITE Units can let their 12 members break off and lead other 12 mans.
Non-ELITE Units cost far less to field.
6. Faction Actions: X actions(ACTION POINTS) per turn and a cost would have to be determined for each action. Example: if 1 turn = 1 realtime week then perhaps 6 actions/week???
Planet upgrades
Attack orders
Defend orders
Trade orders - sell modules or Garrison mechs(represented as consumable modules that can be used for a drop deck)
Contract orders - treaties, trade, support missions
Recon Orders - spend Intel Credits: obtain info on enemy, conceal info about self, sabotage Enemy Modules
7. Garrison Mechs
This is how PGI can use UNBALANCED MECHS(T1, T2, T3, Farmer)
Comp-player community meets with PGI to determine T1, T2, etc mechs.
T1 mechs: Timby, AC, Kodiak, Scro, etc. 1 per weight class with predeterined 'trial' comp loadouts will have a 12 HOUR cooldown before they can be used again, each player only gets one such drop deck. Garrison Upgrades can affect this - will cost lots of cbills.
T2 mechs have a 10 drop cooldown(or whatever you get the idea) Same stipulations as above
T3 mechs ban be used at will with no cooldown. The workhorses of CW.
FARMER mechs are the worst but have a unique property - huge Cbill/XP bonus. This will have a large role in Solo. See below.
Factions can have specific Garrison mechs and specific Trial drop Decks that ALL FACTION MEMBERS have access to - no need to buy those mechs. Factions can buy(Uprgrade) unique quirks to them. Determined by Elite Units.
So a Player joins House Steiner and in CW has access to a drop deck of T1 mechs(copied from Metamechs as example) Battlemaster, Battlemaster, Blackjack, Oxide.
His/Her T2 deck would be: Stalker Stalker Hunchback Wolfhound.(or whatever is ok but not T1)
T3 deck is worse/etc/etc...
8. Recon Units
Pretty much the same as Garrison but geared towards Scouting.
9. Calvary Mechs
There are Faction specific Trail mechs that can be 'sold' as consumable modules to other Factions. As part of Trade or Treaty agreements. Can be same as Garrison mechs/same loadouts or Garrison mechs/different loadouts.
***This allows allies to drop in mechs suited to the planet in question's terraforming***
10. Solo Play
Here is where Solos Puggers can help the CW Factions.
A player joins a Faction, say FRR.
They drop in Solo and the Faction gets a cut of their rewards(Tax). Farmer Mechs give a bonus as to cover the 'Tax' and generate a nice bonus regardless. Say: 200k in rewards AFTER Tax for an average T4 Solo PLayer. BIG MONEY!!! Casual Players and 'Bads' can contribute this way...
This 'Tax' extracted goes to the Faction's Coffers which are controlled by the 3 Elite Units.
IN EXCANGE, per X amount of Tax Collected, Solo player gets a Calvary Module from a small sample of select faction mechs, fully Upgraded as per the faction's Garrison mechs. Plug 'n Play new shiny fully upgraded Mech with comp loadout.
Example:
Billy Pug-Rider plays Solo. He plays just like MWO plays now, casual and buys whatever mechs he can via $ or Cbill.
Each match a fixed portion of his rewards goes to the FRR TAx.
But Billy can always drop in a Farmer mech to boost his earnings. Average should be 200-300k even if somewhat a 'Bad'.
More he farms , the more Calvary Mech consumables he can get and this can save him buying 3 of any mech or lets him sample around as he changes Factions(little or no penalty for Solos)
To BALANCe this out, Less populaced Factions give better/more modues for Calvary mechs for less Tax. Big Factions extract more Tax for fewer Calvary modules.
BASIC EXAMPLE OF CONCEPT:
House Steiner's comp players decide the 3 Elite Units: Iron Fisters, 12th House Guard, and the Steiner Scouts.
Over VOIP, they decide, collectively that of their 3 planets, one will be fortified to the max, and the other 2 left as-is.
The Homeowrld will be planet Germanic Paradise.
Planet 1 will be The Iron Pit.
Planet 2 will be C-137.
The collective leadership decides that Germanic Paradise will be set up to support Heavier mechs and favoring heavy Dakka.
So, they spend their resources on:
Capitol City map will be Sulfuric
Terraform the ambient temp to the max - resting heat would be 20%(or whatever HARD penalty to hot mechs/lazer mechs)
Raise the humidity to reduce beam range by 10%
Lower Air pressure to give ballistsics/Missiles a 30% velocity increase(better peeking)
Continual investment in R&R modules for the Elite Units while defending
Continual spending on Concealing the ambient Temp on various maps, but specifically the Capitol.
House Steiner's Recon Units arent the greatest so they hired the FRR to do some dirty work for them. A Treaty was formed for 1 week of Recon on Clan Wolf.(Steiner and FRR agreed to the terms, PGI GM moderator approved)
FRR's Recon gathered 687,098,321 Intel points for House Steiner in exchange for 50 Calvary Modules(40 Atlas-S and 10 battlemasters)
House Steiner spends Intel to determine that:
House Wolf's 3 Elite Units are Wolf Crusaders, Furry ********, and Exiled Hides.
Wolf's Garrison mechs are very lazer and SRM heavy
Wolf Hired Jade Falcon to collect intel on FRR
Wolf Hired Jade Falcon to sabotage Ghost Bears.
House Steiner thinks it will be wise to spend Intel on Raiding Ghost Bears and makin it look like Wolfs.
Steiner hires FRR again for more Recon but they have to look like Wolf. This will cost 876,576 Intel per raid.(Conceal + Sabotage Modules given to FRR Scouts)
Steiner needs to attack to get more Cbills even though Tax is steady. They will attack Wolf hoping that Ghost Bears jump in as well.
House Liao offers a Treaty with Steiner to help attack Wolf in exchange for Cbills and Calvry Modules.
Steiner agrees, but doesnt know that Liao will yank their support at a vital time because Jade Facon paid them lots of Cbills and some Long Tom modules(x5 Modules). But, who will Liao honor? Steiner and betray the Falcons? Falcons and bone Steiner?